Author Archives: Alfons Warg
Crunch time
Last week before final and there is so much left to do that I actually don’t know where to start. We have had to cut so much content to gain more time but it seems like there won’t be any game at all in the end.
So as stated above, this week have been all about crunching. I have managed to get a lot of things done, however most of them have been small polish things that took no longer than […]
Crunch time
Last week before final and there is so much left to do that I actually don’t know where to start. We have had to cut so much content to gain more time but it seems like there won’t be any game at all in the end.
So as stated above, this week have been all about crunching. I have managed to get a lot of things done, however most of them have been small polish things that took no longer than […]
Menu polish
First week of beta and that means polish, polish and polish. There’s a lot to do with so little time left until the game is supposed to be in it’s final version. However since every mechanic and big feature is already implemented into the game there will be a slight change of pace and a change in how we work. Polishing and refining what we already have requires a different mindset than before. Because now we’re deciding whether something is […]
Menu polish
First week of beta and that means polish, polish and polish. There’s a lot to do with so little time left until the game is supposed to be in it’s final version. However since every mechanic and big feature is already implemented into the game there will be a slight change of pace and a change in how we work. Polishing and refining what we already have requires a different mindset than before. Because now we’re deciding whether something is […]
Individual Assignment
Hi group 7!
First things first, If I’m not mistaken since I can’t see it but it can be me being blind. You are not using any kind of managers to handle events in the Player.cpp class. I strongly recommend using managers since you never need to re-write code everywhere and can instead re-use code from the manager just by pointing to it. Which is a lot quicker and more efficient to do than to completely re-write everything all the […]
Individual Assignment
Hi group 7!
First things first, If I’m not mistaken since I can’t see it but it can be me being blind. You are not using any kind of managers to handle events in the Player.cpp class. I strongly recommend using managers since you never need to re-write code everywhere and can instead re-use code from the manager just by pointing to it. Which is a lot quicker and more efficient to do than to completely re-write everything all the […]
Powerups, powerups & powerups!
So this week is the last sprint before the beta, and therefore there’s a huge amount of work that needs to be done. I chose to finish all of the remaining powerups that our team have yet to scrap. These are the shield upgrade, rocket launcher and laser cannon. All of them was supposed to have different mechanics and behaviors which is the more difficult part to actually succeed in.
First upgrade i decided to try and create was the one […]
Powerups, powerups & powerups!
So this week is the last sprint before the beta, and therefore there’s a huge amount of work that needs to be done. I chose to finish all of the remaining powerups that our team have yet to scrap. These are the shield upgrade, rocket launcher and laser cannon. All of them was supposed to have different mechanics and behaviors which is the more difficult part to actually succeed in.
First upgrade i decided to try and create was the one […]
Week 5 – Enemy hitboxes and death
New week, new assignments and my focus this time was on successfully managing to get the enemy hitbox to work with the players bullets as well as getting the enemy to “die” after getting hit by the projectiles.
This was supposed to be done last week, be due to the amount of work we had left to do we had to cut some things out. However we had to prioritize those cut assets this week since they were a must for […]
Week 5 – Enemy hitboxes and death
New week, new assignments and my focus this time was on successfully managing to get the enemy hitbox to work with the players bullets as well as getting the enemy to “die” after getting hit by the projectiles.
This was supposed to be done last week, be due to the amount of work we had left to do we had to cut some things out. However we had to prioritize those cut assets this week since they were a must for […]
Week 4 (Movement, AI & Sprite Origins)
This week’s focus has solely been on the completion of the alpha stage of the game. The team split up the remaining things that needed to be done and hastely started to crunch some code.
The elements I had to fix/create was a movement fix due to the group getting a lot of comments about it feeling a bit of odd and difficult to manoveur, a sort of AI for our first enemy named the Prowler and fixing so that all sprite […]
Week 4 (Movement, AI & Sprite Origins)
This week’s focus has solely been on the completion of the alpha stage of the game. The team split up the remaining things that needed to be done and hastely started to crunch some code.
The elements I had to fix/create was a movement fix due to the group getting a lot of comments about it feeling a bit of odd and difficult to manoveur, a sort of AI for our first enemy named the Prowler and fixing so that all sprite […]
Week 2 & 3 of creating the game
This week’s main focus has been on the full completion of the game design document as well as creating/writing the foundation for the narrative and story. As usual the week started of quite slow but the pace has gradually increased since monday with the amount of work requiring to get done quickly blooming.
First objective that needed to get done was the regulations/rules part for the game design document. Deciding how the player wins the game, how they lose the game, if there’s any score-system, how the player […]
Week 2 & 3 of creating the game
This week’s main focus has been on the full completion of the game design document as well as creating/writing the foundation for the narrative and story. As usual the week started of quite slow but the pace has gradually increased since monday with the amount of work requiring to get done quickly blooming.
First objective that needed to get done was the regulations/rules part for the game design document. Deciding how the player wins the game, how they lose the game, if there’s any score-system, how the player […]